I am playing a Warlock who plans on turning on his Fiendish patron, and I was wondering if there were specific stats I should consider. Or if I could do this at all (kill him/her).
Are there stats that I could look at to figure out how to do that?
dnd-5ereligions-and-deities
I am playing a Warlock who plans on turning on his Fiendish patron, and I was wondering if there were specific stats I should consider. Or if I could do this at all (kill him/her).
Are there stats that I could look at to figure out how to do that?
Due to the controversial nature that this specific problem represents, it takes a mature player and a mature DM to handle this specific scenario well. Ensure that the player and DM have a conversation about something of the magnitude of power revocation BEFORE it is implemented in play...
If you are the DM and this is established as part of your world, ensure that players know this up front if they are considering playing a warlock (or any other class likely to have powers revoked for any reason).
If you are a player and you want this to either be highly probable, talk with your DM. It can create an intriguing story.
RAW, there isn't any explicit text that covers a warlock's powers being stripped. Also, there is no class that has rules text covering a loss of powers, save the Paladin whose powers change form when he becomes an Oathbreaker. (DMG p. 97)
Lore from stories associated with various pact-style magic demonstrates and sets precedent that it could be a good story hook, allowing for a very interesting story line that leads to all the things that were mentioned in the original question.
The power belongs to the entity to dole out. If they granted it, it is likely true that they could take it away. This is more of a reference to old literature, to what makes sense, and to what would be fun with the game you and your DM seem to be trying to build.
The rules do not state the specific pact, this is the part that cannot be stressed enough. The power that they currently have should mostly be considered as payment for services rendered. If they are not completely paid for (ongoing payment, for example), then try to avoid stripping a lot of their power from them. Make it minimal, but noticeable. Lower spell slot levels by one levels as that part hasn't been paid in full, if that helps the story line, but do not completely cripple the character.
The devil is highly unlikely to strip power from someone if it is part of a contract. To do so is highly unorthodox for a devil, and would be looked at even more poorly than an upstart servant that the devil couldn't control. The devils live by their contracts, and although adding loop-holes may be favored, rescinding an agreement is not. If a devil were to rescind the power of one of their warlocks, it is likely that another entity would try to mock them by taking the contract instead. This is even more true of a relatively powerful warlock. That said, a devil is also very likely to add a hidden clause that prevents the warlock from using their powers against the devil, with revocation of powers being either temporary or permanent, depending on the devil, the warlock, and the devil's disposition at the time.
They will follow the letter of the contract completely, but don't care about the spirit of the contract. If the devil is powerful enough to grant powers as a patron, they are likely intelligent enough to be more careful about the contract, though a particularly savvy and/or intelligent character could manipulate them in to a contract that is written to the benefit of the character more than the patron (protecting themselves from abandoning the patron, for example).
The best way to add the possibility of power revocation for story-line purposes is to ensure that it is an active part of the party's story (as opposed to a passive one). Allow the party to try to stop the powers from getting revoked, or have another patron (possibly a more sinister one) inform the warlock that they are going to lose their powers and offer to be a surrogate patron.
Do something that directly involves the warlock in whether they lose or retain their powers.
Is it possible? Rules don't state that it is, but this is something a DM could easily say yes to with good justification to back it up based on game world.
Should the DM take this path? Probably not, or at least not seriously. If he does, then he should offer a work-around. Don't strip power from a character/player without offering a way of obtaining it again. Don't make the game less fun.
You actually have a built in answer in your question.
"...she wrote that she is seeking out her patron so that it can help her fly over some ancient city walls."
When you couple that with:
"I explained to the player that fly is already a warlock spell that she will have access to at higher levels..."
Now, you want to know how to do that in game? Take on the role of her patron so that her patron explains to her that she WILL be able to fly over the walls as she desires, it will just require some more power. This is an excellent RP scenario for you to engage in with your player. As for hunter's mark, when your player starts talking about ways to single out foes and weaken them, the Patron should be bringing up the Warlock version of Hunter's Mark, which is called Hex.
As for the other classes, it's really up to them. Here's my personal breakdown, logically, of how they know about what spells they have access to:
The Way of the Four Elements Monks aren't on the list above because they aren't actually spell casters. They have Discipline of the Elements instead, which functions very differently from spell casting in that it uses Ki points rather than spell slots. In addition, you select from a list of disciplines, not from a spell list.
But remember, that's my personal take on the source of magical power and knowledge that's only kind of backed up by the books in the sense of the Weave and the Divine. What's really great about the D&D multiverse is that you don't need to subscribe to the concept of the Weave and the Divine at all. You can play a game in our world, where magic is granted by the Egyptian Pantheon. Or you can play in a Final Fantasy setting where magic comes from sources like materia. Or you can tap other materials as sources of magic, like dragon souls, energy fonts, sheer willpower, or radiation.
The possibilities are limitless. It's up to you, and your players, to describe how they know about certain things and whether or not that makes sense consistently within your game world.
Best Answer
What is in the Books
There are no stats for any devil above a pit fiend. But there are stats for demons of type 6 balor and goristro, if these are archfiends or not is messy as demons don't have a defined pecking order like devils do. Great Old Ones have no stats. Many Fey have stat blocks, but none that appear in 5e core books would count as archfey. Gods have no stat block listing.
Why aren't there stats
Really powerful beings can't be killed by heroes that aren't epic. D&D rules max out just when you get to level 20 and become epic. Epic campaigns or campaigns that become epic, therefore, are full of homebrew material because the rules don't go that high.
https://twitter.com/jeremyecrawford/status/775821324266590209 (still looking for another tweet about no god stats, will edit when I find it again)
Your DM
What can or can't happen in a campaign isn't limited by the rules. 5e is very clear that the rules are guidelines not set in stone, and that the DM can allow or forbid just about anything to suit their game/story. So, the conversation that needs to happen is about god or archfey/archfiend/great old one death and about whether or not gods can be killed or their power stolen.
Relvant D&D Lore
The writing in the D&D multiverse includes mortals seeking power of the gods. The most notable is Vecna. The necromancer Vecna was on the verge of becoming a god when the gods of the world intervened and killed him (or attempted anyway). He didn't entirely die, and is constantly trying to rise again and finish what he started. Now, whether that is canon in your game or not is up to your DM, but it does show that godhood or near godhood is possible in the official multiverse -- and without slaying a god.